Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.4.0f1
2018.4.0f1
2019.1.0a1
2019.1.0f2
2019.2.0a1
2019.3.0a1
Issue ID
1146987
Regression
No
Unity materials turn dark with large "Normal Strength" even when the normal map is flat
How to reproduce:
1. Open the attached project "case_1146987-NormalStrength.zip" and scene "SampleScene"
2. Select "New Material" from the Project Window
3. Make the material's "Normal Strength" value large e.g. 80
4. Rotate "Quad (1)" to 180 degrees around z
5. Compare "Quad" and "Quad (1)" in the Scene View or Game View
Expected result: both quads have the same brightness where the normal map is flat
Actual result: "Quad (1)" turns darker even in flat regions as "Normal Strength" is increased
Reproducible with: 2017.4.27f1, 2018.4.1f1, 2019.1.5f1, 2019.2.0b4,
Note:
-this happens with both SRP and without. Tested with Unity Standard shader and LWRP lit shader
-surface brightness seems to depend on the angle around the surface's normal
-both quads are using "New Material"
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Graphics.DrawMeshInstanced does not work when 2D Renderer and 2D Shaders are used
- SpeedTree does not move when using WindZone
- "Undeclared identifier 'LinearToSRGB'" error is thrown when creating a color variable with HDR color mode and assigning a Custom Render Texture target in Shader Graph
- Input System package is missing when creating a new HDRP project
- Inconsistent behaviour when interacting with different dropdown types with pointer events on parent Visual Element
Resolution Note:
Won't fix because the large normal strength exaggerates the precision error introduced by non-32bit normalmap + calculation on lighting.